Custom Scenario: Save the M'Liberty!

By ianediger, in Star Wars: Armada

Just a scenario I thought up while waiting for news. I have not balanced it yet, advice welcome.

The pride of the Rebel fleet, the MC80 Liberty, is stranded deep in Imperial space after a hit and run attack goes horribly wrong. For the Empire, this provides a golden opportunity to take out the pride of the Rebel fleet. For the Rebellion, it's all about showing that the Empire isn't even strong enough to to take care of a crippled Battlecruiser.

Setup: After placing obstacles, the Rebel player places one MC80 Battle Cruiser within distance 3 of the Rebel deployment zone. The Battle Cruiser cannot be placed overlapping obstacles. Shields are set accordingly: 2 Fore, 1 Left, 0 Right, 1 Aft. The MC80 Battle Cruiser starts at speed 1. The MC80 Battle Cruiser starts with the following upgrade cards: Liberty title, Spinal Armament. The MC80 Battle Cruiser starts with the following damage cards: Ruptured Engine, Depowered Armament, Life Support Failure, and one face down damage.

Special Rules: At the start of turns 2, 3, and 4, the MC80 Battle Cruiser may repair 1 face-up damage it was dealt at the start of the game. This is the only way it may repair original damage dealt.

The Rebel player starts at a 115 point deficit, as the MC80 Liberty is counted towards the fleet-point total.

End of Round: If the Liberty has been destroyed, or all Rebel ships have been destroyed, the Imperial player wins.

End of Round 6: If the Liberty is still alive, the Rebel player wins, unless the Imperial player has fielded an Interdictor with G7 Grav Well Projectors and Grav Shift Reroute, in which case the game does not end until the Interdictor is destroyed.

What do you think? Too strong for the Empire? Too strong for the Rebels? Just right? Minor tweaks?

Edit1: Liberty now starts at speed 1 instead of 0.

Edited by ianediger

If the Imperial Player goes first, its entirely possible to drop bombers hitting the liberty side with 0 or 1 shields with the first activation of FC/FCT Bombers...

At Speed 0, you could have a Dead Liberty immediately.

Demo one shots liberty. Game over.

True, I hadn't thought of that.

****, it keeps getting harder to make good scenarios with all these tricks around.

I've been working on a similar mini-battle/scenario for an RPG involving a damaged MC80 "Star Liner", which the Rebels have to rescue from pirates/Imperials. It's fun on a small scale :D I really enjoyed it anyway.

If the Imperial Player goes first, its entirely possible to drop bombers hitting the liberty side with 0 or 1 shields with the first activation of FC/FCT Bombers...

At Speed 0, you could have a Dead Liberty immediately.

Now starts at speed 1. A little better?

How about you place the Liberty at range 5 beyond both of the players ships, and 2 obstacles must be placed within range 3 of the Liberty, to help block LoS and give it the room to actually do something.

I imagine it drifting in space desperately trying to make repairs, and then both fleets enter space around the ship. Or, you could play it like hyperspace assualt, where you move tokens around for incoming ships, but get to deploy only 1-2 per round and up to the squad command for fighters.

I would not count Liberty against Rebel fleet point total and would disallow unique cards.

I can keep throwing ideas at you till you like one. 2 400 point fleets, where the rebels get a free repair flotilla that is able to make repairs on the Liberty if the flotilla goes speed 0-1. Empire gets a free Interdictor with grav shift and well projector with the following special rule:

Once per round, The Interdictor may choose to use grav shift or well projector. Grav shift allows you to move all obstacles within range 5 of you by 1. Well projector allows you to place a grav token on the field, and when a ship deploys from hyperspace into the zone (range 2 from token) it enters at speed 0.

So now both sides have a free ships, worth roughly the same points. And I would play it like hyperspace assault, with a few entering the game at a time so you don't have one shots going on. Possibly have a hyperspace exit for the rebels on one side of the mat, which can be blocked by the well projector, essentailly forcing the rebels to fight it.

Since Interdictors are hard to kill, perhaps have it lose 1/2 its hull before it loses the ability to use either upgrade on it.

Would be cool if both sides had to hyper space in reinforcements. Give the liberty some fighter cover and have remaining fleet on standby in hyperspace jumping in 1-2 ships at a time. No unique ships would make it fair(er) other than Interdictor and Liberty.

Could also have the damaged cruiser start in the middle of the board. Impies enter one side, Rebels the other. Debris along both routes to make things more interesting. Each side's fighting to get to the cruiser first. First side closest to the cruiser gets to either fix the damaged ship one turn at a time (rebels) or deploy boarding parties to keep the damage.

Award a token for each turn a player controls the cruiser. If the rebels manage to keep control for 4 turns, they get a fully operational cruiser under their control. If the Imperials keep control, THEY get to deploy the cruiser as a captured prize.

Another thought is that the cruiser isn't directly under your control. Well shooting isn't under your control. It will just shoot the closest combat (Gozantis are iffy) ship.

I can keep throwing ideas at you till you like one. 2 400 point fleets, where the rebels get a free repair flotilla that is able to make repairs on the Liberty if the flotilla goes speed 0-1. Empire gets a free Interdictor with grav shift and well projector with the following special rule:

Once per round, The Interdictor may choose to use grav shift or well projector. Grav shift allows you to move all obstacles within range 5 of you by 1. Well projector allows you to place a grav token on the field, and when a ship deploys from hyperspace into the zone (range 2 from token) it enters at speed 0.

So now both sides have a free ships, worth roughly the same points. And I would play it like hyperspace assault, with a few entering the game at a time so you don't have one shots going on. Possibly have a hyperspace exit for the rebels on one side of the mat, which can be blocked by the well projector, essentailly forcing the rebels to fight it.

Since Interdictors are hard to kill, perhaps have it lose 1/2 its hull before it loses the ability to use either upgrade on it.

Hyperspace assault-style deployments throughout the turns, sounds like it could be a very interesting objective card in itself! :) Might counter activation advantage a bit.

Edited by Muelmuel

Better is have both side select one ships with base value of 90 points or more.

Both ships are placed 1st. The space station is not used. And the debris and asteriod must be placed around each ship at distance 1 to 3. And distance two of each other. Both ships must be place in the same set up as fleet ambush.

Both ship have no commands and are speed zero and no shields.

The goal is to recover both ships.

To get the ships up a players ship must reveal a command dial at distance one of the disable ship. This dial is passed to the new ship which can now active on the next turn. The activated loses the dail, if it has no remaining dials it may not active.

Once the ship reveals a command dial it may be targeted by the other side. But may not shoot. But may move towards the edge of the play area.

If the rescue ship makes it off the play area a while alive (no reikan zombie) you get half its points if the same factions or all points if opposite.

So kind of like capture the flag but capture the ship.

Maybe put in the ships cause no ramming damage.